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russian armor

Snowstorm

5 Dec 2014, 18:09 PM
#1
avatar of makkavelli

Posts: 5

I know its a common topic, but I still cant get a real snowstorm to work. I mean I select some things in transition and there are snowstorms in my map, but pioneers cant build fires and my infantry does not freeze.

What am I missing?! I just started to make maps a week ago and I was a real noob, (still am), so please be nice :)

makka
5 Dec 2014, 18:12 PM
#2
6 Dec 2014, 13:37 PM
#3
avatar of makkavelli

Posts: 5

Thx alot for that hint.

I now extracted the files from data.csga, Put the don_river... in the world builders scenario -> atmosphere properties. I saved the following to the Irsch"_ID.scar file and it still doesnt work:


-------------------------------------------------------------------------
-------------------------------------------------------------------------

import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")

-------------------------------------------------------------------------
-- [[ ONINIT ]]
-------------------------------------------------------------------------

function OnInit()


MP_BlizzardInit("data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01_blizzard.aps" ,"data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01.aps", nil, nil, true, nil)

end

function OnInitID()
--Population cap override value
g_popCapOverRide = 300

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end

-- [[ Markers ]]

-- [[ Squad Groups ]]

-- [[ Entity Groups ]]

end


It loads the atmosphere, but it doesnt sent blizzards, nor do the pioneers have the ability to build campfires.

I know there has to be a mistake somewhere but I really dont find it... Help, please?! I would really love to get this to work...
6 Dec 2014, 15:04 PM
#4
avatar of IronMedic

Posts: 318

Use this code, and save it in in "mapname".scar (not "mapname_ID".scar), and if this file does not exist you have to manually create a new text-file and save it as "mapname".scar using the file-format "All Types(*.*)".

note: it can by default the first blizzard will hit between the 9-12 minute mark.

Code
-------------------------------------------------------------------------
-------------------------------------------------------------------------

import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")

-------------------------------------------------------------------------
-- [[ ONINIT ]]
-------------------------------------------------------------------------

function OnInit()


MP_BlizzardInit("data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01_blizzard.aps" ,"data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01.aps", nil, nil, true, nil)
g_popCapOverRide = 300

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end
end


Scar_AddInit(OnInit)
7 Dec 2014, 11:51 AM
#5
avatar of makkavelli

Posts: 5

Ah now I see why it didnt work. Thx. It works fine. If you are interessted. WinterinIrsch is the name of the map. Its online now.

Thx for your help :)
17 Jun 2020, 07:01 AM
#6
avatar of BoshelvikHall

Posts: 54

Use this code, and save it in in "mapname".scar (not "mapname_ID".scar), and if this file does not exist you have to manually create a new text-file and save it as "mapname".scar using the file-format "All Types(*.*)".

note: it can by default the first blizzard will hit between the 9-12 minute mark.

Code
-------------------------------------------------------------------------
-------------------------------------------------------------------------

import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")

-------------------------------------------------------------------------
-- [[ ONINIT ]]
-------------------------------------------------------------------------

function OnInit()


MP_BlizzardInit("data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01_blizzard.aps" ,"data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01.aps", nil, nil, true, nil)
g_popCapOverRide = 300

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end
end


Scar_AddInit(OnInit)



This doesn't work, my infantry dont freeze to death.
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